Points

Content Count

Popular Content

This mod adjusts the way the player acquires Jedi robes during their training on Dantooine. There are two parts, which can be installed individually or together:
Apprentice Robes:
The player will be equipped with Apprentice Robes as soon as they begin their training (in the montage). The Apprentice Robes look like brown Jedi Robes, but have the stats of Basic Clothing, so this is merely an aesthetic change. These robes have no prerequisites and can be worn by all humanoids in the party, regardless of Jedi class.
Early Jedi Robes:
Master Zhar will reward the player with Jedi Robes once they have chosen their Jedi class and constructed their lightsaber (i.e. as soon as they have the prerequisite to equip robes). Originally, he only granted them after all the trials were completed. The early access will allow you to wear robes in combat during the final trial.

This turned out better than I expected:
The video shows a test for an animated Malachor skybox and surprisingly it actually looks good.
What you see are basically three layers: A skybox that has only terrain. A second skybox that shows the closest clouds including the "ceiling" and rotates around its axis. And a cylinder that has the distant clouds and rotates slower than the close clouds.
And the video also shows my new lightning animation.
The skybox is still not done though. I want to have more cloud contrast (all attempts for that were unsuccessful so far) which should also help with distinguishing the two cloud layers, the terrain color is not quite right and it needs to be lowered a bit as well. And then there are the lightning strikes coming directly from mountains that I need to move somewhere else. Oh and there's a rendering error where part of the terrain is cut off for some reason. Also not quite sure about the animation speed. I might have to make that faster.
I might work on another skybox first though just to get a fresh perspective on Malachor afterwards.

[K1] Sith Armor - Freelook Filter Mod
This mod made readjustments to freelook effect of Sith Armor when used by the party members -particularly on Taris- to made it look like they see things from Sith trooper/armored soldier POV - or closer to what I can imagine of.
-------------------------------------------------------------------------------------------------------------------
There's always room for an improvement so - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod.
Hope you enjoy the mod as much as I do!
Installation: run the installer [TSLPatcher.exe] and then hit the [Install Mod ->] button
Uninstallation: run the Uninstall option from the installation menu
Compatibility: will be compatible with mostly anything - except any that alters the same 2DA entries
Suggestion: this mod can be finely paired with Arctrooper209's "Sith Armory" with no particular install order and which I strongly suggest to have this work in conjunction with them
This mod will have direct effect anytime and anywhere it had been installed
This mod is play-tested with KotOR 1 Restoration/K1R installed and is compatible with them
Redistribution: if you wish to redistribute the mod or release a mod/project that is based on this mod implementation you won't have to ask for permission; though all I ask is a simple appreciation to my work on the modulation value that's being core of this mod - it takes some time and effort on getting this all to work
Credits:
LucasArts and BioWare for developing one of the best RPGs I've ever played!
DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of
JCarter426 for all his work that I look up too - I learned a lot from his mod setup and been practicing a lot using their method
Fred Tetra for the 'amazing' KotOR Tool
stoffe and Fair Strides for the most useful TSLPatcher and ERFEdit
Notepad++team for Notepad++
All the Tool Makers wasn't mentioned - I can't make it without you!
All the inspiring streamers on DeadlyStream
All the inspiring modders either active or inactive
DeadlyStream for being a home; a place to hangout - to discuss and hosting my work
DeadlyStream staffs for tirelessly improving and maintaining the site
Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar:
-eb

I noticed two issues regarding the Zhug attack in TSLRCM:
Some of the appearances were wrong, so they were all clones of Azanti Zhug.
More importantly, all the Zhugs were spawned as hostile. This would cause the cutscene to break if the AI for one of the party members spotted a Zhug and attacked. This had the unfortunate consequence of removing the choice to add a third party member to team up with Atton and Bao-Dur.
This mod fixes both of those things.
This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested.

I always liked how Luke was dressed in Return of the Jedi, I think it might fit well for a Grey Jedi kind of playthrough. For those who played Jedi Knight : Jedi Academy, Toshi made a really nice model of that particular outfit. Here's the one I mean, as it is in EA's Battlefront 2.
Someone else made a thread about it a while ago and had the original modder's approval. I figured with the new rules and modding tools, this might be a good time to make a new request for it.

So I'm working on a reflection for LME, should I make it a blog post? Or should I record footage of LME and talk about things?
If you are not interested in LME at all, would you still give imput on which format you think would be better?
Originally, I thought of doing a video and I started righting a script for it, but it's quickly devolved into a blog-like written article, so now I'm reconsidering what to do.

Ah - so a mod has been submitted, and I hope it can be approved/released on time [May 4th] on that special day! Even though it wasn't -either sooner or later- it'll be OK, lol. Anyway, nothing fancy about the mod, here's a teaser of it:
P.S. before guessing too far; it has nothing to do with making the [Taris UCN] area darker - so keep the expectations low. 😛
Update: it has been officially released! Many thanks to Admins/Mods for the approval - and May the 4th be with y'all!

Very Nice! Load Screens for KotOR 1.1 by ajdrenter
Description:
This is a complete set of replacement load screens for high resolution UI scaled configurations. It includes compatibility patches for Jorak Uln's reskins, jc2's "Lehon Mandalorian Expansion", and Silveredge9's "Brotherhood of Shadow: Solomon's Revenge". So far there is a 16x9 version and 4x3 version. This mod requires a high resolution user interface mod such as "KotOR High Resolution Menus" by ndix UR. I also recommend "HD MENUS AND UI Assets" by JackInTheBox, who's mod provided the template for this mod.
Installation:
Just drag and drop from your desired folders to your override.
FOLDER LIST
kotor - All base game load screens
jorak - Screens for Jorak Uln's reskins
jc2mando - Load screen for jc2's "Lehon Mandalorian Expansion"
bos - All screens for Silveredge9's "Brotherhood of Shadow: Solomon's Revenge"
Credits:
JackInTheBox for the base load screen texture which I used to do this whole mod. Thanks!
Thanks to the whole community for such a wonderful wealth of content over the years.
Usage:
You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets. If you use assets belonging to JackInTheBox you must obtain consent from him either through his release documents or personal contact.

I'm still alive:
Not very impressive, I know but at least it's something^^
The models for Malachor are done as is the terrain pretty much. The clouds are still the same placeholders as before but with a different sun position which makes them look even worse. Next up is finishing the sky and then tune the terrain color. But I like where this is going already.

Hey everyone!
Back in late summer I made this thread as I needed help porting Toshi's Luke Jedi Robes model from Jedi Academy. Well, I kind of dropped the project for a while because of school but I really want to get this done soon, preferably before Christmas. The mod is actually near completion, but I wanted to make this seriously and so I took it a step further.
Here's the progress so far :
The original model has been scaled and reshaped where needed be, I used the hands from the PMBAM model as that method would make it easier for the skinning process. Speaking of which, skinning is done, or at least to at satisfactory level: there seems to be a fine line between looking good and OHMYGODWHYWOULDITBENDLIKETHAT. So there's still a bit of stretching going on in certain animations, but overall I think I wouldn't be able to make it much better.
I also created an alternative robe item using textures from another mod (but I do think it needs some tweaks)
Naturally, I used the only unoccupied spot for the item (PMBJM) and created two quick items with descriptions. Those are, however, kind of uninspired so if you have any ideas, feel free to throw them in.
Here's the cool part. I wanted this mod to feel complete and that couldn't be possible if there was no female version for this. So I went ahead and completely remodeled the robes to fit the base female body model from TSL in Blender. It was finicky, tedious and frustrating, because I suck. But I came through, as you can see:
I haven't finished the skinning process for the female model yet.
So that's it for now. I still don't quite know how to put these items into the world though, so I might need a bit of help on that matter further down the line.
This is my very first attempt at modding and there has been a steeeep learning curve to get here.
I should add that I have complete permissions from the original authors of those files, I can provide screenshots if requested.
Oh and as the title suggests, I have a few other ideas for models once this will be done, but I prefer to focus on the task at hand for now.

N-DReW's K1 Gameplay Improvement Demo
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.0 Release Date: 03.7.2016
1.18.0 Release Date: 20.04.2019
Installation:
1) Make sure you install my mod first before any other
2) Simply place the ALL the files within the "For Override" Folder into your Star Wars Knights of The Old Republic override folder
3) Then place ALL the files within the "For modules" Folder into your Star Wars Knights of The Old Republic modules folder
4) Make sure you place all the VO audio in "For Streamwaves" into your Star Wars Knights of The Old Republic streamwaves folder
5) Then place the "dialog.tlk" into the Star Wars Knights of The Old Republic folder and overwrite the one currently in there
This is not necessary though if you want the soldier uniforms in High Quality simply open the "Optional" folder and copy ALL the files within "HD Soldier textures" and place then in your override folder
Description:
N-DReW's Gameplay Improvement is an upcoming mod project that plans to cover the whole game by improving certain features in the game including NPC's, Party Members, Merchant Loot, Custom and Restored Content, Items, dialogue and much more. Future updates may yield content including small side quests! Please be aware this is only a DEMO and is incomplete but it does *plan* to span across the entire game and add new content!
1.18.0
Added TSL Droids
Kebla Yurt's desk has been removed and Kebla herself is now inside her poorly hidden cashier space at the back of the shop
Modified Taris Pedestrian Dialogue
Sith Soldier dialogue is now skippable
Restored a Gurney line
Shuma the Hutt on Dantooine is now a Pazaak Player
Added ROR training montage music into the Dantooine Training Scene
Reworked Nemo's dialogue to be "better"
Added ROR Jedi Council theme during the Jedi Council intro
Replaced the generic Bounty Hunter on a date in Davik's Estate with a Zeltron Bounty Hunter
Added an actual male Twi'lek slave to Davik's estate
Improved the Arm with Datapad and Twilek corpse textures.
Improved Saul's interrogation
T3's confusing puzzle on the Leviathan is now easier
Added the option to overload the power conductor in the Leviathan prison barracks
Added Sith Commandos
Restored Ebon Hawk Sith Boarding lines
Zelka now returns to a terminal after you talk about the Republic Soldiers
Sith Technician Combat Suit is now obtainable
Leviathan Differentiated Dialogue by Revanator added
Removed files associated with the Crystal Cave meaning in a fresh 1.18.0 game the cave should be vanilla
Komad Fortuna now appears on Kashyyyk with his unique appearance
For previous updates please check the update log
Main Features:
Trask is now a lore friendly Jedi Twi'lek (No more Trask Tutorial)
NPCs overhauled throughout all areas the mod covers
NPC Loot Drops overhauled
Merchant loot overhauled (Merchants now have lore friendly loot worth buying)
Item stats overhauled
Party Member and player stats overhauled
Movie Style Dark Side Transitions
Realistic Visual Effects
"Blasters Reloaded" style balance
Ported TSL Items
Various Cameos and custom created characters that are seen throughout the journey
New items
Known Bugs:
*Trask's Jedi Dialogue may have spelling errors and/or punctuation errors...please report these
*The Republic Helmet might clip through some heads (Won't crash or anything but just weird)...Currently unfixable
*Some Endar Spire textures in the optional blue reskin may be red still. Will be fixed soon.
Incompatibilities:
Will be incompatible with anything that uses .mod files (So yes k1R and K1 NPC overhaul aren't compatible), appearance.2da, baseitems.2da, classes.2da, classpowergain.2da, featgain.2da, and regeneration.2da
If you want to know if a certain mod is incompatible with my mod please PM me on Deadlystream
Upcoming Features:
Option to skip the tutorial
Improving the Trask Jedi content
the Other Parts of the Game
Bug fixes on Taris
Possible Larrim/ Merchant sidequest
Possible Selkath Merchant
Possible Black Market Merchant
More items
Restoration of Sith Base Dialogue
Replace More Module music
Properly Implement Bith Items
If you have any suggestions for future idea's please give me a PM on Deadlystream and give me a detailed description of what you want and it may be considered (Don't be shy). If you would like to help the mod out I will accept whatever help I can especially if you can script or make textures!
Permissions:
You can NOT edit, upload to other websites or claim as your own without permission from me.
Thanks:
Bioware for such an amazing game
Obsidian for the second game and its assets
Fred Tetra for Kotor Tool
FairStrides for trying to help me with ERF Edit
VO Talent:
Zhaboka- Kaah Ohtok
Credits:
Bith Musician items/HK Melee Mod- Khrizby
Dark Side Reimagined Mod- darksidebirdie
Jedi from the Start scripts- darthbdaman
M200 Intervention Sniper model- Skateordie808
Realistic Visual Effects Mod- Shem
Various textures- 90SK
K1 Enchantment Pack assests- SpaceAlex
Wookiee, Echani, Combat Suit skins- redrob41
Dark Jedi Robe texture- Ankh
MedHypo mod- Rtas Vadum
Sith Commander Skin- Dak Drexl
Scout/Scoundrel uniforms- jonathan7 & FoolInTheWave
Brotherhood of Shadow Assests- Silveredge9
Female republic soldier skin and the HD republic soldier skins- Dark Hope
Republic Helmet- SithSpector
Revenge of Revan Assests- Logan423, RedRobe41
Various Textures- Whyp
JC2, TheRealDarthRevan- Scripting aid
Sith Stalker- Qui-Gon Glenn, Dak Drexl, redrob41, Marius Fett, Varsity Puppet and j7
JC's Heads Modders Resource- JCarter426
Seikan's Armors of the Old Republic Textures- Seikan
Leviathan Differentiated Dialogue- Revanator
This mod contains ported content from Kotor 2
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

Mm, I'll keep it in mind. I went with brown just because that's what you get from Zhar later, but some variety wouldn't be bad. I'll see about adding it as an optional thing.
It does, although the animations for the montage won't be great (same issue it has with all cutscene animations). I intend to fix them eventually, but not sure when I'll get to it. With Cloaked Jedi Robes installed, it'll have the appearance of whatever you choose for the brown robe variant.

Great work! I commend your consideration towards different screen ratio/resolution settings and mods as per user preference! And I thank you for lovingly sharing your work with the community. Do the loading screens appear in a random rotation, or are they matched with their appropriate location?

Thanks for the report,
It has been fixed now in the newer versions. The mod will now inject the file n_darthtraya001.utc to the appropriate module file. So that it will only take affect when arriving at Malachor V.
For non TSLRCM users though, they will have to follow the instructions to manually install the mod, provided in the ReadMeInstall.txt that comes with this mod.

There's nothing fancy about it. I just copied the mesh from another module (Upper City South), positioned it in my Davik's Estate scene in 3ds Max and linked it to the skybox odysseybase. And since I'm lazy, I took a building mesh that already has a proper lightmap so I didn't have to add that one either.
In other news: I now consider the skybox part of Taris final. I will probably go back and tweak the lightmaps some more in the future but that will be only tiny changes. And to celebrate this milestone there is the obligatory render:
I also went back to the very first skybox I made when restarting this project almost two years ago: The Telos Polar Plateau. There was always something bothering me about its snow in particular, but that's now fixed.
The trick was to get rid of the fancy snow shader (which had among other effects an actual displacement for piled up snow) and replace it with a very simple color shader instead. Then I lightened up the rock color to better match the ingame terrain and the skybox was done. Afterwards I just had to fix up the model and while doing that, I also added a skybox to the academy hangar similar to DarthParametrics standalone mod.
And even though it's not exactly spectacular, here's a standalone render of that skybox:

You are absolutely right about that. The colours were still a bit off and Bioware's lighting on Taris is terrible^^
So I continued iterating over the lightmap for my 2d buildings and also the lightmaps for the 3d buildings to get everything to blend together. Once I was happy with that, I enabled all the clouds in TG and rendered the skybox again. That changed the lighting of the skybox so there was a mismatch once again. That meant tweaking the skybox lighting to get it closer to where it was before, followed by tweaking the lightmaps again. And finally, I rerendered the 2d buildings with more contrast and a better cubemap. Here's the result of all that:
Much better if you ask me. What's left now is to rerender the cubemap (used both when rendering the backdrop buildings and ingame for reflections) at a higher resolution and then maybe do some additional tweaking. More importantly, I still need to do the same thing (changing all the lightmaps) for the Upper City South. But I'm getting there
I also noticed that I had forgotten about one skybox when going through all the models and fixing them: Davik's Estate.
That was changed and Davik has a nice view from his hangar now. I decided not to add additional backdrop buildings here since I figured that his estate was probably expensive and should thus stand a little more separated from the rest of the buildings.

this is a t3m4 skin I have had in the works for a little while now, my usual rules apply, use this however you'd like bu give me credit and a PM, all the disclaimers and stuff apply. thanks obsidian and bioware, NO thanks Disney.
ps. I used the dds format, please keep it in dds, it's way more efficient and I noticed next to no quality loss.

Never left out this awesome mod on my recent playthrough. This is a game-changer, basically - as finally there is one [Demolition] skill that's worth having for Soldiers. This mod was also played a significant part particularly on Taris' runs.
TLDR; a definite improvement for better gameplay.
Permanent spot in the Override folder has been filled.

It was (fortunately) somewhat less work than I feared. I was able to remap the Selkath body to a scaled up version of the Human rig (Selkath are freaking huge). I had to replace their giant hands with modified Human hands so they would animate properly with the new rig. I lopped off a couple of the fingers so it was the same configuration:
I also got the UVs in the wrong spot, but that's easy enough to fix. Edit: Fixed, or at least approximated as close as possible based on a completely different unwrap:
Here's some combat. I edited the UTCs to give them a mix of sabers and some appropriate melee feats like power attack, flurry, critical strike:
The only real problem is their giant fish head is so enormous that they have a tendency to swing their weapons right through it. There's not much I can do about that.
Here's some dialogue:
Naturally using a completely different rig and supermodel, they no longer have the specific conversation animations of the regular Selkath, like the stroking of the mouth flap thing (cephalic lobes, if you want to get technical). The mouth is a bit stiff and flappy at the moment as it is only using head and jaw weights. I'll have to see if the original can be more closely mimicked by including some of the other face bones. The lobes no longer have bones and specific animations, so I was thinking maybe they could be cut off and changed to dangly meshes.

I got it into the game:
There are a couple of minor issues with it, some of which are inherited from the vanilla models (bad deformation, clipping), but generally it seems OK. Just needs a couple of minor tweaks.
It's just using the vanilla textures atm, but ideally someone would retexture the armour bit.

This is something original!
This shields are very well designed and are a fine addition to the game.
The stats are well thought and balanced giving some small benefits specially to one-handed weapon players.
They look really cool while equipped, but some combat animations may seem a bit strange and out of place because, well, the game wasn't designed with shields in mind.
The shields work as an off-hand melee weapon, so you will hit your targets with it, even having a corresponding sound effect.
Also they provide a blaster bolt deflection bonus except one, which I think should have it too.
Beautiful well designed and balanced items it's what we want in a mod, right?
So I strongly recommend this one.
I give this mod 4/5.

Frequently Asked Questions
What is the KotOR Toolset?
The KotOR Toolset is the culmination of 8 months of work (started March 1st, 2015 and released the Public Beta December 25, 2015, with breaks in between) that started out as 15 minutes of planning. I hope that this toolset will one day replace KotOR Tool as the modding standard.
What are the system requirements?
That you have at least 500MB of RAM (I've seen it use up to 340MB myself) and at least one KotOR game installed on your computer. Beyond that, it's a pretty simple package: no 3D rendering, no texture-editing, and any necessary libraries are shipped with the tool.
What makes it different from KotOR Tool?
To be quite blunt about it, it's for newbs.
Unlike KotOR Tool, the Toolset is centered around level-editing using a top-down display of the game's collision maps as the surface of the levels. The Toolset also has editors for almost every one of the games' formats (no models, textures, texture info, or path files), some of which were neglected or never done with KotOR Tool.
Something else that's different is that the Toolset tries to teach you by explaining what most of the editable things in a file are, and giving examples of how it's used in-game.
What inspired you to make this?
Inspiration? I'd call it a prolonged bout of insanity!
I was four days into a month-long break from modding and was going crazy, so over the span of 15 minutes, I thought of how I could render the collision maps and then use a bounding box to find the overall boundaries of the collision maps to get a good viewer for the levels. After that, everything just snowballed.
With thanks from Malkior, I also was able to obtain a PDF manual on how to use the Neverwinter Nights 2 toolset, and drew inspiration from its layout and structure.
What if my question isn't on here?
Then I would ask that you PM me your question and I will do my best to add it here promptly.